I just updated the mod a little bit. It's not mine.
https://mod.io/g/timberborn/m/creative-mode
While the main author will update it.
Also, you need to double click if you have Science Points On
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I just updated the mod a little bit. It's not mine.
https://mod.io/g/timberborn/m/creative-mode
While the main author will update it.
Also, you need to double click if you have Science Points On
Thanks. Did you get the map tools working ingame? 🙂
No 😦
But I will try
For now I just try to fix the instant build to be toggle in game like this ``` /*
* Enables instant building
*/
[HarmonyPrefix]
[HarmonyPatch(typeof(BuildingPlacer), "Place")]
static bool PlaceInstantly(BlockObject prefab)
{
var component = prefab.GetComponentFast<Building>();
if (config.Enabled && config.EnableInstantBuilding)
{
component._placeFinished = true;
}
else if (component._placeFinished)
{
component._placeFinished = false;
}
return true;
}
And the science points. Now I just managed to use 2 click sadly. New to this
Hoping something can be worked out soon, love this mod and thank you for making it. Loved it all the way through .3. 🙂
@cold cobalt you’re our only hope
Yea. Can't manage to make the native buttons to show in BottomBar
I think need to be converted to TimberApi somehow
Hmm should be possible to use specifications i think to create button for script @cold cobalt
Any example existing?
Not possible those tools need to be made to have a specification first
https://github.com/Timberborn-Modding-Central/TimberAPI/tree/main/Core/TimberApi/ToolSystem/Tools/Cursor This is an simple example on how to do that
If the tool has a factory, use that to make the tools else you can just bind it
If possible and you figured it out to PR it to TimberApi than will I add something to select it within a scene for the future.
Can't manage to add a duplicate tool of that: ``` [Error : Unity Log] InvalidOperationException: Sequence contains more than one matching element
Stack trace:
System.Linq.Enumerable.Single[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) (at <fa6dfabea46b4d38a92695d5d0cf891d>:0)
Timberborn.ToolSystem.ToolManager.PostLoad () (at <65c3f6de70ed4679aa5ac357e1ad3f02>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.PostLoadSingletons () (at <68e034126816451fa324f557ae99d643>:0)
(wrapper dynamic-method) Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadAll>(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <68e034126816451fa324f557ae99d643>:0)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Timberborn.CoreUI.PanelStack.Awake () (at <aeb0a193fa9241c09b335ccbbf278687>:0)
Kinda try to add the native MapEditor buttons to a group but I can't manage to find the way.
Well whole bottom bar is replaced by TAPI (since u4)
🥲
Hmm they show when your in devmode so maybe use specifications and replace to always show
Not sure what I need to do to show the AbsoluteTerrainHeightBrushTool, NaturalResourceRemovalBrushTool, NaturalResourceSpawningBrushPanel and NaturalResourceSpawningBrushTool
Will look at it tomorrow if i can disable dev mode with specs
Should be one of these right? (Resources/sprites/bottombar)
found with asset ripper this video is a later one of a playlist but there is one for asset ripper #1042573456732082206 message
Almost
Is something into Dynamic Specification {
"ToolGroupId": "Storage",
"ToolOrder": 50,
"Layout": 0,
"CustomPivot": {
"HasCustomPivot": false,
"Coordinates": {
"x": 0.0,
"y": 0.0,
"z": 0.0
}
},
"DevModeTool": false
}
Almost done. Not sure if need something else for now.
I give you permission to take the mod over if you’d like
You can publish it on Modio
On team in settings of the mod
The "Toggle Creative Mode Off" button crashes the game for me
Which, to be fair, yes, closing the game is in fact one way to turn off creative mode. But in practice that's probably not what people actually want it to do
It's not a huge deal, I've been toggling it off by using the mod manager
But it's a thing that should probably be fixed?
How is crashes your game?
You have the old folder for CreativeMode?
Because I don't have any Text that says "Toggle Creative Mode". I renamed it to "Creative Mode: On/Off"
The mod from mod.io is not updated
You can download the last zip from here and replace the entire folder on plugins in the meantime
I just gave OP access to https://mod.io/g/timberborn/m/creative-mode
Updated
I think the Creative Mode I can rename it to Creative Settings just to show the settings like in Water Source. And Instant Building should not keer about Creztive Mode: On ?
Bug report: If I have the Creative Mode mod on but the "Creative Mode"/"Instant Build" toggle on the settings screen off, paths do not build instantly, as they do in vanilla
I will check
Now should be fixed
Let me check
alr
Weird that I get that error for other Mods too
take your time
Now should work
alright
i can confirm that its working
here is a working version of Creative Mode for U5 but with the menu toggle disabled
for it to work TimberAPI needs to be updated to version 0.6.2
Excuse me.
[Error :CreativeMode] Failed: Could not load type of field 'CreativeMode.Tools.TerrainEditor.AbsoluteTerrainHeightBrushToolFactory:_beaverGeneratorTool' (0) due to: Could not load file or assembly 'Timberborn.MapEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Why is that? Is Creative available on Experimental? I got the latest version using BepInEx (1.6.3.1)
Also the whole mod doesn't work...
did you use the zip above?
idk how, im using bepinex
Same as when manual install modmanager 😉
Unpack a creative folder in bepinex/plugin
From the zip above and not from modmanager
I have installed the new creative mode mod, it works fine, but I can't see the terrafoming tools
raise, lower, add/remove flora etc
is it normal or I'm looking in the wrong tab? I checked every tab I think
and when I check a water source I can't see the water values that can be altered
you should be able to use dynamite and dirt blocks atleast
not sure creativemode allowed that
yes of course, but you see, I use that mod at the beginning of a game, instead of modifying the map before game I do it IN game
it used to
under the tab with the tree symbol there were all those tools
about the water source, I'm not sure the original creative mode mod allowed that, I'm referring to manipuklating the terrain